Ex4 Intro To Game Theory
Ex4 Intro To Game Theory
Foreward ii
1 Introduction 1
1.1 What is Game Theory? . . . . . . . . . . . . . . . . . . . . . . . . 1
1.2 What is a “Game”? . . . . . . . . . . . . . . . . . . . . . . . . . . 2
1.3 The Prisoner’s Dilemma Game . . . . . . . . . . . . . . . . . . . . 4
Glossary 30
Annotated Bibliography 33
i
Foreward
The following lessons provide a good introduction to game theory. They are di-
rected towards students in grades 11 or 12, although may be used as enrichment
as early as grades 9 or 10. The lessons include explanations and activities. The
activities can be used either as classroom activities, as exercises to be completed
in pairs, or as individual exercises. Some activities require that the students work
in pairs or small groups and will be described as such.
A glossary is provided at the end of the lessons for student reference as game
theory introduces a lot of new terminology.
ii
Chapter 1
Introduction
Game theory involves choosing the best strategy in a situation where there are
two or more people, or groups of people, making decisions. The result does not
just depend on what action you choose, but also on the actions of your opponents.
To illustrate this, consider a simple game you have probably played before: Rock-
Paper-Scissors. Remember that the rules are “rock breaks scissors”, “scissors cut
paper” and “paper covers rock”. Whether you win or not depends completely on
your opponent’s choice. If you choose “rock” and your opponent chooses “scis-
sors”, then you win; however, if they choose “paper” instead, then you lose. Not
all games have outcomes like these that are strictly win or lose. In many games,
you can often strategize in such a way that you guarantee yourself a certain result
which may provide a sure win over your opponent or, at least, minimize your
losses. In this course, we will look at how this is done.
We hear of war games, mind games, political games, marketing games and adver-
tising games, all of which require decision-making designed to put the principal
player in the best position for winning. In game theory we try to create mathe-
matical models to simulate these games. While the models discussed herein may
sometimes appear to be overly simplified, other game models used in business or
politics, for example, can be very complex. Fortunately they can be translated
into computer programs, allowing simulations of the game-play and strategy tri-
als to be carried out. From there, if proven successful, they are put into practice
where their use becomes a reality.
1
CHAPTER 1. INTRODUCTION 2
It is important that you understand that the ideas behind game theory are not
just restricted to simple games such as Rock-Paper-Scissors. Many of the games
we will examine are metaphors for real-life situations in business, politics and
other social interactions. These all involve “games” in a different sense that you
may be used to, but there are common elements which help us to define what a
game really is.
A game must have two or more players. These players can be individuals, a com-
pany, a political party, etc. These players must have a certain set of actions from
which to choose, called strategies. The result from each player picking a certain
strategy gives an outcome and this outcome has certain payoffs to each player.
Payoffs are often represented by either positive or negative numbers, where posi-
tive means a gain and negative means a loss.
The players, strategies, outcomes and payoffs of a game are represented in a ma-
trix, or table. Examine the following game involving two players, Red (the row
player) and Blue (the column player):
Blue
X Y
A (5, -5) (-3, 2)
Red B (2, -1) (0, 0)
C (-3, 3) (5, -4)
Game 1.2.1
Red has three strategies (A, B and C) while Blue has two strategies (X and Y).
For each outcome in a game, the first number always represents the payoff to the
row player (Red) while the second number represents the payoff to the column
player (Blue). Thus, if Red chooses strategy C and Blue chooses strategy Y, Red
will gain 5 while Blue loses 4.
For our purposes, we are going to keep things simple. Assume that the games we
will analyze involve rational players. This means that each player wants to keep
his or her own best interests in mind and ignores how their decision may affect
the other players. We will also assume that there is no communication between
CHAPTER 1. INTRODUCTION 3
players; that is, each player does not know what strategy the other is choosing.
We will further assume that the players either make their choices simultaneously
or, if not, they are not aware of what choice the other player has made before
making their own. In real life, these restrictions are not always there. In fact,
game theory can get quite complicated when you factor in potential cooperation
between opponents or “insider” information which may shed light on an oppo-
nent’s strategy.
Activity
This activity allows for student practice in reading a game matrix. A firm grasp of
this skill is necessary before other lessons can be understood. It is recommended
that the questions be completed in pairs and that a class discussion follows.
a) Describe the game that Alice and Greg could be playing. Remember that
in the games we are studying, the players are choosing their strategies, not
leaving it up to chance, and making their choices without knowledge of what
their opponent’s choice will be.
Answers may vary. One option is that Alice could be choosing to show either
‘Heads’ or ‘Tails’ on a coin, while Greg could be choosing to show one of
four chips coloured red, yellow, green and blue. Depending on the choices
of each player, the payoffs to each vary.
c) What is the outcome if Alice chooses ‘Heads’ and Greg chooses ‘Blue’ ?
What is the payoff to each player?
The outcome is (-10, 5). Alice’s payoff is -10 (lose 10 points, for example)
while Greg’s payoff is 5 (gain 5 points).
d) If Alice chooses ‘Tails’, which of Greg’s strategies would give him the worst
payoff? The best payoff?
‘Blue’ would give Greg the worse payoff, since -7 is the lowest second number
in each of the entries in the ‘Tails’ row. ‘Green’ would give him the best
payoff, since 6 is the highest second number in each of the entries in the
‘Tails’ row.
CHAPTER 1. INTRODUCTION 4
Activity
It is suggested that the following activity be completed in pairs. This allows for
discussion among students. Once completed, a class discussion should follow.
1. Create a matrix for the Prisoner’s Dilemma game. This type of game is said
to be a symmetric game, since switching the labels for the row player and
column player does not affect each individual’s payoffs.
Individual matrices may vary in their placement of the strategies, but should
have all information as in the following:
Suspect 2
Stay Silent Implicate
Suspect 1 Stay Silent (1 yr, 1 yr) (10 yr, 6 mo)
Implicate (6 mo, 10 yr) (5 yr, 5 yr)
2. Examine the payoffs for Suspect 1. In each case of Suspect 2 choosing to stay
silent or implicate, would Suspect 1 do better to stay silent or to implicate?
Explain.
If Suspect 2 stays silent, Suspect 1 is better off to implicate since a 6 month
sentence is less than a 1 year sentence. If Suspect 2 implicates, Suspect 1 is
again better off implicating since 5 years is a lower sentence than 10 years.
In either case, Suspect 1 is better off to implicate.
3. Now examine the payoffs for Suspect 2. In each case of Suspect 1 choosing
to stay silent or implicate, would Suspect 2 do better to stay silent or to
implicate? Explain.
The same reasoning applies here since Suspect 2 has the same payoffs as
Suspect 1, so Suspect 2 should choose to implicate in either case.
CHAPTER 1. INTRODUCTION 5
4. Assuming that both suspects make their decision based on the reasoning in
questions 1 and 2, what will the outcome be? Is this the best outcome for
each suspect? Explain.
Both suspects would receive a 5 year sentence. This is definitely not the
best outcome. Obviously, it would be better to receive a 6 month sentence
or even a 1 year sentence, but it is impossible to determine what the other
suspect would choose. The best scenario for both would be if both stayed
silent; however, there is no way to guarantee that the other suspect would
choose this strategy. Therefore, given the circumstances, the safest choice
would be to implicate and unfortunately, receive a 5 year sentence.
The Prisoner’s Dilemma is an example of a game where the likely outcome is not
optimal for either player, but it is the safest. Not all games are of this nature, as
we will see. It is also not a game that involves repetition, or ”rounds”, such as in
Rock-Paper-Scissors, where you might repeat three times to decide a winner. In
the following chapters, you will learn how to determine the safest outcome for a
number of different games, and in doing so ensure that you have made the best
decision in the given circumstances.
Activity
Answers may vary. One possibility is a husband (Player 1) and wife (Player
2) are trying to agree on how to spend the evening. The husband prefers
going to a ball game while the wife would rather attend the ballet. If they
disagree, no one is happy, so the payoff to both is zero. If the wife gets
her preference but the husband doesn’t, the wife is elated so her payoff is 5
while the husband is unhappy (but not as much as if they disagreed) so his
payoff is 1. A similar situation occurs when the husband gets his preference
but the wife doesn’t.
Chapter 2
Blue
A B C
A (5, -5) (-3, 3) (-2, 2)
Red B (4, -4) (1, -1) (2, -2)
C (3, -3) (-2, 2) (4, -4)
Game 2.1.1
For simplicity, zero-sum games are often represented in such a way that only
the payoffs for the Red player are shown as it is implied that the Blue player’s
payoff is the negation. Game 2.1.1 can be represented by the much simpler matrix:
Blue
A B C
A 5 -3 -2
Red B 4 1 2
C 3 -2 4
Game 2.1.1
6
CHAPTER 2. TWO-PERSON ZERO-SUM GAMES 7
Activity
The following activity allows students to practice reading the payoffs in a zero-
sum game, where only the row player’s payoffs are shown and the column player’s
payoffs are the corresponding negative. Ensure that students are comfortable with
the activity before moving on.
Blue
X Y Z
A 2 0 -6
Red B -1 10 -4
C 5 7 -3
b) What is the payoff to Blue if Red chooses C while Blue chooses X? What if
Red chooses C while Blue chooses Z?
-5 and 3
c) Which choices for each player would result in the worst possible payoff to
Red? What about the best possible payoff? Explain.
Red would be worst off if Red A - Blue Z were the outcome since this is the
lowest entry in the matrix, which corresponds to the lowest payoff to Red.
Red would be best off if Red B - Blue Y were the outcome since this is the
highest entry in the matrix, which corresponds to the highest payoff to Red.
d) Which choices for each player would result in the worst possible payoff to
Blue? What about the best possible payoff? Explain.
Blue would be worst off if Red B - Blue Y were the outcome since this is the
highest entry in the matrix, which corresponds to the lowest payoff to Blue.
Blue would be best off if Red A - Blue Z were the outcome since this is the
lowest entry in the matrix, which corresponds to the highest payoff to Blue.
Activity
1. Play 20 rounds of Rock-Paper-Scissors with a partner. Assume that when
a player wins a round, he gains a point while the other player loses a point.
Use the following chart to keep a tally of what each player chose.
CHAPTER 2. TWO-PERSON ZERO-SUM GAMES 8
Player 2
Rock Paper Scissors
Rock
Player 1 Paper
Scissors
Blue
Rock Paper Scissors
Rock 0 -1 1
Red Paper 1 0 -1
Scissors -1 1 0
With a partner, play 20 rounds of the following game. Decide who will play as
Red and who will play as Blue. Each person should record their strategy choice
and the payoff they received in each round. Remember that the Red player wants
large payoffs while the Blue player wants small payoffs, since his payoffs are the
corresponding negative of Red’s payoffs.
CHAPTER 2. TWO-PERSON ZERO-SUM GAMES 9
Blue
A B C
A 5 -3 -2
Red B 4 1 2
C 3 -2 4
After giving students the opportunity to play the game, have them try to answer
the following questions. A class discussion should follow.
1. Of Blue’s three strategies, which is the best? Explain why.
Strategy B is the best for the Blue player because it contains the lowest
numbers i.e. the highest payoffs to Blue.
2. Is there a distinct “best” strategy for the Red player? Explain.
Strategy B for the Red player contains only positive numbers, which cor-
respond to gains; however, strategy A gives the potential to achieve the
highest payoff. Therefore, there is no distinct “best” strategy for Red.
3. Is there a strategy that the Blue player should avoid completely?
Blue should avoid playing A, since there are no negative numbers in this
column and so he can only lose points. Also, this column contains Red’s
highest payoff, which he will want to avoid.
4. If the Red player knows that Blue will avoid the strategy from question 3,
is there a strategy that the Red player should avoid?
If Red determines that Blue will never play his strategy A, Red should avoid
his strategy A since the only remaining payoffs in that row are -3 and -2,
both losses.
In the game you just played, you should have found that the Blue player’s best
strategy is to play strategy B. In fact, there is no way that Blue can do any better
by playing any other strategy. We say that Blue B dominates both Blue A and
Blue C, or that Blue A and Blue C are dominated by Blue B. Blue B is called the
dominant strategy while Blue A and Blue C are dominated strategies.
Since the players are playing rationally, and they each know this, dominated
strategies can be removed from the matrix. This is known as the Dominance
Principle: no player will play a dominated strategy. It is possible that a strategy
that was not dominated at first will become dominated and can subsequently be
removed from the game. The result is a new smaller and simpler matrix which is
easier to analyze.
Blue
A B C D
A 3 -6 2 -4
Red B 2 1 0 1
C 2 3 1 4
Game 2.2.1
First, look at the payoffs to Blue under each of his available strategies. Notice that
column B’s values are all lower than those in column D. Thus, we may remove
strategy D since it is dominated. Similarly, the values in column C are lower than
those in column A, so strategy A may be removed. Blue would not want to play
either of these strategies since they would always result in lower payoffs. Removal
of these strategies gives the following game matrix:
Blue
B C
A -6 2
Red B 1 0
C 3 1
There are no remaining columns with strictly lower values than another, so we
have removed all of Blue’s dominated strategies. Now examine the payoffs to Red
beside each of his available strategies. Row C’s values are all higher than those
in row B, so we may remove strategy B since it is dominated. The game matrix
now becomes:
Blue
B C
Red A -6 2
C 3 1
There are no remaining rows with strictly higher values than another, so we have
removed all of Red’s dominated strategies. The result is a much simpler game
which will be easier to solve, as we will see in the following sections.
CHAPTER 2. TWO-PERSON ZERO-SUM GAMES 11
Activity
1. For the following game, remove any dominated strategies. Continue to do
so until there is are no more such strategies. Which strategies remain for
each player? Draw the resulting matrix.
Blue
A B C D
A 3 -2 1 2
Red B 4 1 2 3
C 0 0 -3 -2
D -2 -4 5 4
Game 2.2.2
The order in which strategies are removed may vary, but the final result
should be the same. A sample answer is as follows: Blue A and C are both
dominated by B, so they should both be removed. Red A and C are both
dominated by Red B so they should be removed. After this result, Blue D
is dominated by B so should be removed. Finally, Red D is dominated by
Red B, so Red D should be removed. The only remaining strategies are Red
B and Blue B:
Blue
B
Red B 1
2. What is the outcome of the game? Is the game a fair game? Explain.
The outcome is that Red will gain 1 and Blue will lose 1. This is not a fair
game, since Red will always win when the game is played rationally.
The first way to determine if there is a saddle point or not is what we will call the
maximin-minimax method. First, find the minimum entry in each of Red’s
rows and from these choose the highest entry, called the maximin (the maxi mum
CHAPTER 2. TWO-PERSON ZERO-SUM GAMES 12
minimum). Then find the maximum entry in each of Blue’s columns and choose
the lowest entry, called the minimax (the mini mum max imum). If the minimax
and maximin have the same value, this is a saddle point and is the solution to the
game. If the minimax and maximin do not have the same value, you must resort
to another method to find a solution. This will be discussed in the next section.
Here are the row minima and column maxima for Game 2.2.2:
Blue
A B C D Row min.
A 3 -2 1 2 -2
Red B 4 1 2 3 1 ← maximin
C 0 0 -3 -2 -3
D -2 -4 5 4 -4
Column max. 4 1 5 4
↑
minimax
The maximin and minimax both have value 1, so Red B - Blue B is a saddle
point and is therefore the solution to the game. Both players are best off choosing
these strategies. We say the value of the game is 1. On average, you cannot
win more than the value of the game unless your opponent is playing irrationally.
Unfortunately for the Blue player, the game is unfair since on average he will lose
1 while Red gains 1.
Why does this method provide a solution? Red wants to maximize his minimum
payoff so that he is guaranteed not to get less than this value. At the same time,
Blue wants to minimize Red’s maximum payoff. Therefore, Blue wants to choose
the minimum of his column entries to ensure that Red’s payoff will be at most
this value. This also ensures that he will lose no more than this value.
A saddle point represents an equilibrium strategy and each player does best by
choosing the strategy that corresponds to it. If a player deviates from this par-
ticular strategy, he will do worse. If both players deviate from their saddle point
strategies, one or both will do worse.
Sometimes, you may have two same numbers that are row minima or column
maxima. This is okay and just means that there are multiple saddle points. It
is interesting to note that if a game has multiple saddle points, they will always
contain the same payoffs.
Another way to find saddle points is to use what we will call the circle-box
method. It is the same idea as the maximin-minimax method, but is quicker and
CHAPTER 2. TWO-PERSON ZERO-SUM GAMES 13
more visual. Here, the game is examined from each player’s point of view. For
each of Blue’s strategies, the Red player would want to have the greatest payoff, so
for each column we circle the largest entry. For each of Red’s strategies, the Blue
player would also want the highest payoff (the lowest number), so for each row
we box the smallest entry. If there is an entry in the matrix which has been both
circled and boxed, then this entry is a saddle point and is the solution to the game.
In Game 2.3.1, the largest entry in each column has been circled and the smallest
entry in each row has been boxed:
Game 2.3.1
Since the entry at Red C - Blue B is both circled and boxed, this is a saddle point
and the value of the game is 2.
Activity
1. A husband and wife are planning a camping trip. The husband likes high
altitudes, while the wife prefers low altitudes. They only thing they have
agreed on so far is to camp at a path junction, where the husband chooses
the east-west path and the wife the north-south path. Each has a choice
of 4 paths. They have decided to write their choices in secret on a slip of
paper and will simultaneously show one another. The outcome will decide
their camping spot. The following matrix shows the altitudes, in thousands
of feet, at each of the possible junctions.
Assume that the paths cross each other as shown in the matrix. For sim-
plicity, we are assuming the paths are straight, although they are truly not!
CHAPTER 2. TWO-PERSON ZERO-SUM GAMES 14
a) Without regard for the wife’s possible choices, which junction would the
husband prefer most? Which would the wife prefer most?
The husband would prefer AW, since it corresponds to 7000 feet, the highest
available altitude. The wife would prefer either DY or AZ, since either
corresponds to the lowest possible altitude of 1000 feet.
b) Find the solution to the game using either the maximin-minimax method
or the circle-box method. Which paths should therefore be chosen by the
husband and wife?
Wife’s Choices
W X Y Z Row min.
A 7 2 5 1 1
Husband’s B 2 2 3 4 2
Choices C 5 3 4 4 3 ← maximin
D 3 2 1 6 1
Column max. 7 3 5 6
↑
minimax
or
c) Explain why if the husband stays with his corresponding saddle point strat-
egy but the wife deviates from hers, she will only do worse.
The husband’s corresponding saddle point strategy is C. If the wife were to
choose a strategy other than X, she will have to camp at an altitude of 5000
feet (CW) or 4000 feet (CY or CZ). This is worse for her than the saddle
point altitude of 3000 feet.
d) Show that if the husband and wife both deviate from their corresponding
saddle point strategies, either the husband or the wife will do the same or
better and the other will be worse off.
Choices of outcomes may vary. For example, if BZ were the result, corre-
sponding to an altitude of 4000 feet, the husband would be happier but the
wife would be unhappier since this is a higher altitude. If AX was the result,
CHAPTER 2. TWO-PERSON ZERO-SUM GAMES 15
the wife would be happier but the husband not since this corresponds to an
altitude of only 2000 feet.
2. With a partner, create a game matrix of your own that has a saddle point.
Clearly show where the saddle point is and explain how you found it.
Answers may vary. The teacher or another student group should verify that
the game matrix does in fact have a saddle point.
• The solution is called the value of the game and is a unique number v such
that the row player’s best possible payoff is v no matter what the column
player does and the column player’s best possible payoff is -v no matter
what the row player does (Straffin, 1993, p.18).
The strategies used in section 2.3 are called pure strategies because the players
do best to select one particular strategy and not deviate from it. For games that
do not have a saddle point, the solution calls for using mixed strategies. This
involves playing several strategies according to certain probabilities. The solution
to a game with no saddle point may involve one player using a pure strategy while
the other uses a mixed strategy or both players using mixed strategies.
At this point, we will only look at 2×2 games with no saddle point, those for
which each of the two players only has two strategies to select from, as they are
much less complicated. In the next section, we will examine how to solve 2×n
or m×2 games with no saddle point, where one player has two strategies while
the other has more. Games that are any larger get quite complicated, though if
you can handle the complicated algebra you can solve them using the techniques
which will be shown.
To find the optimal mixed strategy for Red, you must first write an expression
for his expected payoff under each of Blue’s two pure strategies. These expected
payoffs are set equal to one another and the resulting equation is solved to find
the best mixed strategy. In doing this, Red finds the best probabilities with which
to play each strategy that Blue cannot take advantage of. Essentially, Red “im-
munizes” himself against Blue’s strategies. Thus, Red can guarantee himself a
certain payoff no matter what strategy Blue chooses. Similarly, Blue will also
have certain probabilities that should be used with each of his strategies to ensure
he gets a certain payoff. Just like for a saddle point, these mixed strategies are
the best each player can do and if they are deviated from, the players will only
do worse.
To illustrate this process, we will look at a zero-sum battle between two major
television networks, NBC and CBS (adapted from Rosenthal, 2011, p.42). Each
network has decided to run either a sitcom or a sports program during a particular
prime time slot. From past research, the networks both know by how many per-
centage points they will be behind or ahead each other in each of the four possible
cases. The percentage points for NBC are shown in the following game matrix. As
this is a zero-sum game, CBS’s percentage points are the corresponding negative.
CBS
sitcom sports
NBC sitcom 10 -6
sports -8 -4
Game 2.4.1
It is important that you first look for a saddle point or dominant strategies before
you resort to finding mixed strategies. Verify that there are none in Game 2.4.1.
Now we find the expected payoff for NBC under each of CBS’s strategies. Let x
be the probability of NBC running a sitcom and 1 − x be that of NBC running a
sports program. If CBS chooses to play a sitcom, the expected payoff for NBC is
10x + (−8)(1 − x)
and if CBS plays a sports program, the expected payoff for NBC in this case is
−6x + (−4)(1 − x)
CHAPTER 2. TWO-PERSON ZERO-SUM GAMES 17
Setting these two expected payoffs to be the same and solving for x gives
Looking at CBS’s optimal mixed strategy, let y be the probability of CBS running
a sitcom and 1 − y be that of CBS running a sports program. Again, we set CBS’s
expected payoffs under NBC’s two choices equal to each other and solve. Do not
forget to negate the values in the matrix to get CBS’s payoffs.
It is no coincidence that CBS gains 4.4 while NBC loses 4.4. The Minimax The-
orem told us this will always be the case.
In giving the solution of a mixed strategy game, we state both Red and Blue’s
optimal mixed strategies as well as the value of the game in terms of Red (the
expected payoff to Red). Thus, for our network battle, the solution is NBC 15 , 45 ,
1 9
CBS ,
10 10
with value − 22
5
or -4.4.
CHAPTER 2. TWO-PERSON ZERO-SUM GAMES 18
Activity
1. A friend approaches you to play the Matching Pennies game. In this game,
each player has a penny that is turned to show either heads or tails. The
players’ choices are revealed simultaneously. Your friend proposes that you
receive 3 points if he chooses tails when you choose heads, 1 point if he
chooses heads while you choose tails and you lose 2 points when the coins
match.
a) Play 20 rounds of the game, keeping track of which strategies each player
chose and their payoffs.
b) Create the game matrix for the Matching Pennies game, showing your pay-
offs.
Placement of strategies may vary. One possible game matrix is
Friend
heads tails
You heads -2 3
tails 1 -2
c) Verify that there is no saddle point and no dominant strategies.
The circle-box method reveals no saddle point. Inspection of the matrix
reveals no dominant strategy for either player.
d) What is the solution to the game? Is the game fair? Explain.
The solution calls for mixed strategies, as there is no saddle point. Equating
your expected payoffs gives
−2x + 1(1 − x) = 3x + (−2)(1 − x)
−3x + 1 = 5x − 2
−8x = −3
3
x =
8
3
so you should play heads with probability 8
and tails with probability 58 .
5
so your friend should play heads with probability 8
and tails with proba-
bility 83 .
The value of the game is −2 38 + 1 58 = − 18 = −0.125. On average you
will lose 12.5 points, so the game is not fair. A game is only fair when the
value of the game is zero.
f) Suppose the game was such that the players do not choose whether to display
heads or tails, but leave it up to chance by flipping the coins. Show that
this would make a fair game.
The probability of each of the four possible outcomes (HH, HT, TH, TT) is
1
4
, so the value of the game would be
1 1 1 1
−2 +1 +3 + (−2) =0
4 4 4 4
We will solve Game 2.5.1 to show the process, in which Red has 2 strategies to
choose from and Blue has 4.
Blue
A B C D
Red A 2 0 3 -2
B -1 0 -3 1
Game 2.5.1
CHAPTER 2. TWO-PERSON ZERO-SUM GAMES 20
We first check for a saddle point and dominant strategies. There are none (ver-
ify this for yourself). To graph the game, we make two vertical axes, one for
each of the two strategies available to the player with two strategies, in this case
Red. For each of Blue’s strategies, a line is drawn from his matrix payoff on the
left axis when Red plays A to his matrix payoff on the right axis when Red plays B.
We then decide whether the player with multiple strategies wants outcomes that
lie on the upper envelope of the graph, the set of line segments along the top
portion of the graph (highlighted in green), or the lower envelope, the set of line
segments along the lower portion of the graph (highlighted in orange). In our case,
Blue wants to make Red’s payoff as small as possible. Therefore, he would choose
a mixed strategy on the lower envelope and knowing this, Red would choose his
mixed strategy with probability x so that he is on the highest point of the lower
envelope. This point has been circled on the graph, and corresponds to where
Blue C and Blue D intersect. Therefore, the 2×2 subgame we need to solve is
Blue
C D
Red A 3 -2
B -3 1
Using the method of equating expected payoffs described in section 2.4, the so-
lution is that Red should play A with probability 49 and B with probability 59 ,
CHAPTER 2. TWO-PERSON ZERO-SUM GAMES 21
written as Red ( 94 , 95 ), while Blue should not play A or B but play C with proba-
bility 13 and D with probability 23 , written as Blue (0, 0, 13 , 23 ). The value of the
game is − 13 , so on average Red will lose 13 while Blue will gain 31 .
Notice that the intersection of Blue C and Blue D is closer to Red B. In fact, it is
5
9
of the way to Red B. This is no coincidence. We can approximate Red’s mixed
strategy from the graph itself. Not only that, we can also estimate the value of the
game by reading the value of the intersection point on the vertical axes. Check
for yourself that the intersection is at − 13 .
Activity
Some games are played against nature, for which we have a player that will not
play rationally, but more unpredictably. Game theory can still be applied in this
case, although the following activity simplifies the situation.
a) Create the matrix for the game in terms of the amplifier manufacturer’s
payoffs. Use negative values to represent money spent.
Part
Defective Not Defective
Cheap part -10 -1
Amplifier Guaranteed part -6 -6
manufacturer Insured part 0 -10
c) Graph the game and determine which 2×2 subgame should be analyzed.
The manufacturer would want an outcome that lies on the upper envelope,
since this corresponds to a larger number and thus a lower amount of money
spent. The strategies that correspond to the lowest point on the upper
envelope involve the ”cheap part” and the ”insured part”.
d) Write the matrix for the reduced game and solve it. That is, find the best
mixed strategy for the amplifier manufacturer and the value of the game.
Part
Defective Not Defective
Amplifier Cheap part -10 -1
manufacturer Insured part 0 -10
Let x be the probability with which a cheap part should be equipped. Equat-
ing expected payoffs gives:
−10x + 0(1 − x) = −1x + −10(1 − x)
−19x = −10
10
x =
19
so the amplifier manufacturer should equip the cheap part with probability
10 9
19
and the more expensive insured part with probability 19 . That is, they
should use 10 cheap parts for every 9 insured parts. The guaranteed parts
should not be used at all.
The value of the game is −10( 10
19
9
) + 0( 19 ) = −$5.26.
e) What does the value of the game mean in this case? Explain.
The amplifier manufacturer will end up spending, on average, $5.26 per part
for the amplifier.
Chapter 3
We will first look at a game that has a pure strategy Nash equilibrium, which
can be found by the circle-box method. Remember that both Red and Blue want
to have the greatest payoff for any given opponent strategy, so we will circle the
best payoff in each column among the first entries (those for Red) and box the
best payoff in each row among the second entries (those for Blue). Any outcomes
for which the first payoff is circled and the second payoff is boxed are pure strategy
Nash equilibria.
23
CHAPTER 3. TWO-PERSON NONZERO-SUM GAMES 24
Game 3.1.1 illustrates how to find a pure strategy Nash equilibrium. Red A -
Blue X is the solution.
Game 3.1.1
Activity
1. Examine the following nonzero-sum game:
Blue
A B C
A (0, -1) (0, 2) (2, -3)
Red B (0, 0) (2, 1) (1, -1)
C (2, 2) (1, 4) (1, -1)
a) Use the circle-box method to determine the Nash equilibrium. Which strate-
gies should Red and Blue therefore choose?
The Nash equilibrium is (2, 1), when both have chosen strategy B.
b) Is this outcome the most desirable to each player? Explain.
The payoff of 2 is the most desirable for Red, since any other outcome gives a
payoff to Red of 2 or less. The payoff of 1 for Blue is not the most desirable,
since there are other strategies that give a higher payoff to Blue, such as
Red A - Blue B, Red C - Blue A or Red C - Blue B.
Blue
C D
Red A (4, 8) (2, 0)
B (6, 2) (0, 8)
Game 3.2.1
CHAPTER 3. TWO-PERSON NONZERO-SUM GAMES 25
There is no pure strategy Nash equilibrium (no equilibrium found from the circle-
box method) so we must find a mixed strategy Nash equilibrium. Red only
needs to consider Blue’s payoffs to determine his mixed strategy, so the matrix he
will examine is:
Blue
C D
Red A 8 0
B 2 8
0x + 8(1 − x) (2)
Equating these and solving gives x = 37 , so Red should play A with probability 3
7
and B with probability 47 .
Blue
C D
Red A 4 2
B 6 0
Some nonzero-sum games have more than one equilibrium in pure strategies. In
this case, find the optimal mixed strategy and the average payoff to each player
as we did above. Sometimes, the resulting average payoffs to each player are less
than those if one of the pure strategy equilibria were chosen, so the game is not
CHAPTER 3. TWO-PERSON NONZERO-SUM GAMES 26
Activity
1. Besides the Prisoner’s Dilemma, another game central to game theory is
called the Stag Hunt. In the game, two hunters hunt a stag together, but
one or both may choose instead to hunt a passing rabbit without regard
to the other player’s situation. If this occurs, the stag escapes since both
hunters are needed to catch it. Assume that if a stag is caught it provides
three units of meat to each hunter while a rabbit is not shared and provides
one unit. Also assume, as we have in all games we have seen thus far, that
the hunters never communicate their intentions with one another.
3x + 0(1 − x) = 1x + 1(1 − x)
d) Suppose both hunters did communicate before the hunt. Could this result
in a better outcome? Explain.
The pure strategy equilibrium (1, 1) and mixed strategy equilibrium (1, 1)
are both inferior to the payoffs if both hunters hunted stag. Therefore, if
the hunters promised each other they would only hunt stag, they would be
better off since (3, 3) corresponds to a higher payoff to both.
CHAPTER 3. TWO-PERSON NONZERO-SUM GAMES 27
We say that a game is solvable in the strict sense if there is only one Pareto
optimal equilibrium outcome and if there is more than one, they are equivalent.
We will illustrate with two examples.
Blue
X Y
A (5, 2) (0, 4)
Red B (1, 1) (3, 3)
C (4, 0) (1, 0)
Game 3.3.1
The circle-box method can be used to find the only equilibrium in Game 3.3.1,
at (3, 3). Since there is no other outcome that better benefits one player without
hurting the other, this outcome is Pareto optimal and the game is solvable in the
strict sense.
Blue
C D
Red A (2, 2) (4, 3)
B (3, 4) (1, 1)
Game 3.3.2
In Game 3.3.2, there are two Nash equilibria in pure strategies: (3, 4) and (4,
3) which are both Pareto optimal; however, they are not equivalent. If we find
the appropriate mixed strategies, as shown in section 3.2, we get that Red should
play A with probability 43 and B with probability 14 . The same result is true for
Blue, since the game is symmetric. This corresponds to an expected value of 2.5
for each player, so the mixed strategy Nash equilibrium is (2.5, 2.5). This is not
Pareto optimal, since both (3, 4) and (4, 3) give better payoffs to both players.
Thus, the game is not solvable in the strict sense.
CHAPTER 3. TWO-PERSON NONZERO-SUM GAMES 28
Activity
1x + 0(1 − x) = 2x + −10(1 − x)
10
which, when solved, yields x = 11 . Since the game is symmetric, each
player
should
swerve with probability 10
11
. The value of the game is then
10 1 10
1 11 + 0 11 = 11 . Since the probability is high in favor of swerving, both
players would be best off to do so. The value of the game is very close 1,
the payoff in the matrix when both players swerve.
2. Which outcomes in the Stag Hunt game are Pareto optimal? Is the game
solvable in the strict sense? Explain.
Recall that the matrix for the Stag Hunt is
Hunter B
Hunt Stag Hunt Rabbit
Hunter A Hunt Stag (3, 3) (0, 1)
Hunt Rabbit (1, 0) (1, 1)
Although both (3, 3) and (1, 1) are Nash equilibria, only the outcome (3,3)
is Pareto optimal. The game is solvable in the strict sense since there is only
one Pareto optimal equilibrium outcome.
Glossary
dominant strategy: the strategy that a player will always choose over any other
because it gives him the best possible payoffs, no matter what the other players do
dominated strategy: a strategy that will always give a player a smaller payoff
than another strategy, no matter what the other players do; a dominated strategy
should never be chosen
equilibrium outcome: an outcome from which the players would not want to
deviate, as they would only reduce their payoff; known as a saddle point in a
zero-sum game
expected payoff: the average payoff that a player can expect to receive by play-
ing a certain strategy or set of strategies with particular probabilities; calculated
by multiplying each payoff by its associated probability and adding them all up
fair game: a game that has a value of zero, so that it is not biased toward any
player
maximin: the largest of all the minimum row entries in a game matrix which
maximizes the minimum gain
30
GLOSSARY 31
minimax: the smallest of all the maximum row entries in a game matrix which
minimizes the maximum gain
Pareto optimal outcome: an outcome for which there is no other possible out-
come in the game that improves any player’s payoff without other players being
worse off
payoff: the value of the outcome to a player; typically, a higher number corre-
sponds to a better payoff while a lower number corresponds to a worse payoff
pure strategy: a single strategy that a player will always choose because it gives
the best possible outcome no matter what the other players do
rational player: a player who keeps his own best interests in mind, ignoring how
the other player might be affected by his decision
solution: in game theory, a solution is the set of strategies that should be cho-
sen by each player to give them the best possible payoff given the situation; the
GLOSSARY 32
solvable in the strict sense: refers to a game that has only one Pareto optimal
equilibrium outcome and if there is more than one, they are equivalent
subgame: a part of a game, so that one or more strategies have been removed
from the original game
symmetric game: a game for which if the labels for the row player and column
player were switched, each individual’s payoffs would not be affected
value of the game: the number v which corresponds to the row player’s average
guaranteed payoff by playing a certain strategy so that the column player’s choice
of strategy gives an average guaranteed payoff of −v.
Annotated Bibliography
33